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Release date: 5 September 2026
Back order — we'll order this from Games Workshop in our next weekly order. Usually ready to dispatch in 2–4 weeks. Your whole order ships together.
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We haven't got this in stock right now, so it's a back order.
We'll order it from Games Workshop in our next weekly order. It's usually ready to dispatch in 2–4 weeks. That's our best estimate, not a guarantee.
Your whole order ships together, so anything else in your basket waits for it. Want the rest sooner? Just place it as a separate order.
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Standalone release of the Armageddon box kit
Da Jump teleports a Boyz mob across the table
Psychic power grows with more Orks nearby
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Every mob of Boyz throws off raw psychic energy, and the Weirdboy is the unfortunate git it all funnels through. The more greenskins bellowing nearby, the more power surges into his skull — excellent news for the Waaagh!, rarely brilliant news for the Weirdboy. Previously available only inside the Warhammer 40,000: Armageddon launch box, he is now a standalone kit.
What's in the box
One plastic Weirdboy, breaking out of the Armageddon box as a separate release
Staff, wild-eyed head and the crackling green energy effects that come with the job
How he plays
Da Jump — teleports a mob of Boyz somewhere deeply inconvenient for your opponent
His psychic powers scale up the more Orks are gathered around him
Cheap, dangerous and occasionally explosive, which is peak Ork design
Twenty Boyz landing on an objective in turn two wins games. The Weirdboy is how they get there — assuming his head stays attached long enough to manage it.
Supplied unpainted and unassembled. Glue and paints sold separately. He needs a mob to launch, so grab some Boyz from the Orks range, check our Orks army analysis for how the greenskins play, and see where the Waaagh! energy comes from in our Faction Files guide to the Green Tide.
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